1.3 is here.
[rimg=600]http://img213.imageshack.us/img213/5526/59348265.png[/rimg]
1) It was obvious that if the polygon does not lie on the slice plane it's just not sliced. I use dot product instead of raycast now, so you get proper MaterialID indices.
2) Inset accepts array of values only. If you want to have one value for all slices use Build Array from Constant node (see Example 1).
3) Special blocker was added for the performance stability of the package - if origin and normal plane arrays are not the same size it will be not executed at all.
Although the compound is much more complex now, the speed is actually the same since I doesn't do anything complicated.
P.S. I found a simpler and faster way to delete geometry, by the way!
[rimg=500]http://img692.imageshack.us/img692/3783/39845193.png[/rimg]
It's slow process if you use delete polygon or vertex nodes since topology can be really heavy, especially dealing with repeat node, so... Don't delete it! Replace topo with one triangle and delete that poly instead. Done! lol
[rimg=500]http://img819.imageshack.us/img819/756/26117884.png[/rimg]
Example model with cubes from post above is included in archive file
Slice to Pieces
Plugins linking to this thread: (hide)
Slice to Pieces
I'm trying to work with K.I.S.S. principle keeping in head now. This compound is a
result of 2 hour full of fun work. Extremely simple and fast.
So what it does it slice geometry with capping in a super fast way because of merge topo array technique. You can dive into the compound and see how it works, there's not so many nodes actually. Accepts arrays on input. It means that we can create a procedural exploding pizza boxes simulator with use of momentum in four steps!
Also included in Constantine's Procedural Topo Pack. See the si-community thread for comments, updates and an illustrated step-by-step instruction.
local backup: Slice to Pieces.rar
So what it does it slice geometry with capping in a super fast way because of merge topo array technique. You can dive into the compound and see how it works, there's not so many nodes actually. Accepts arrays on input. It means that we can create a procedural exploding pizza boxes simulator with use of momentum in four steps!
Also included in Constantine's Procedural Topo Pack. See the si-community thread for comments, updates and an illustrated step-by-step instruction.
local backup: Slice to Pieces.rar
Draw Bones Inside Mesh
Inspired by Cesar Saez's Bone Sketching tool. Select desired mesh and click on Animate -> Skeleton -> Draw Bones Inside Mesh menu.
You can quickly choose prefix name and color for the chain which will be drawn.
Youtube demo.
local backup: DrawBonesInsideMesh.rar
Youtube demo.
local backup: DrawBonesInsideMesh.rar
Re: Slice to Pieces
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Re: Slice to Pieces
hey constantine
thanks for the continued updates.the 'fast delete' you mention, is this just a general observation or is it relevant to your slice compound? in other words when would you want to just delete all polygons?
thanks for the continued updates.the 'fast delete' you mention, is this just a general observation or is it relevant to your slice compound? in other words when would you want to just delete all polygons?
Re: Slice to Pieces
Yes, it's relevant to this compoundscaron wrote:hey constantine
thanks for the continued updates.the 'fast delete' you mention, is this just a general observation or is it relevant to your slice compound? in other words when would you want to just delete all polygons?
So basically I delete current topo to store new sliced piece with other one by the end of the 2-step loop, since factory Slice Polygon node give only one piece at time. Then for the next slice plane I repeat the process with the new sliced mesh that was stored.
Since I can't store only some parts of the topology type data it should be deleted to ensure that it's not placed in the array again
And it's crazy, only imagine it, I delete all the polygons of the mesh and then create them again in the repeat loop several times! It's dumb, it's lazy and sounds like it should work super slow. But in reality it's not. And this is so cool for me, and I don't know why only for me, lol
The inspiration for doing this was given by a lecture of Jonathan Blow, part when he tells about DooM source code and its "unoptimized" assets search, be sure to check this out: http://www.myplick.com/view/7CRyJCWLM71/CSUA-talk
Re: Slice to Pieces
awesome, thanks!iamVFX wrote:The inspiration for doing this was given by a lecture of Jonathan Blow, part when he tells about DooM source code and its "unoptimized" assets search, be sure to check this out: http://www.myplick.com/view/7CRyJCWLM71/CSUA-talk
Re: Slice to Pieces
spend the weekend to get to the same point, and now i stumble upon this..
i should check the forums more often. great work constantine !
i should check the forums more often. great work constantine !
Re: Slice to Pieces
I redesigned the capping of the standard Slice Polygon node. Also it's much faster now.
[rimg=400]http://img268.imageshack.us/img268/695/screenshot1zb.png[/rimg][rimg=400]http://img826.imageshack.us/img826/8264/screenshot2ug.png[/rimg]
I will upload it soon with the updated Procedural Topo Pack, stay tuned.
[rimg=400]http://img268.imageshack.us/img268/695/screenshot1zb.png[/rimg][rimg=400]http://img826.imageshack.us/img826/8264/screenshot2ug.png[/rimg]
I will upload it soon with the updated Procedural Topo Pack, stay tuned.
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Re: Slice to Pieces
This looks great, can't wait to try it!
I'm currently looking at ways to dice topology in ICE so this sounds like it's just the ticket! ;)
I'm currently looking at ways to dice topology in ICE so this sounds like it's just the ticket! ;)
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